Create a PointLight component for light position
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@ -1,4 +1,4 @@
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use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::window::{CursorGrabMode, WindowOptions}, change_tracker::Ct};
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use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::{window::{CursorGrabMode, WindowOptions}, light::PointLight}, change_tracker::Ct};
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use lyra_engine::assets::{ResourceManager, Model};
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use lyra_engine::assets::{ResourceManager, Model};
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mod free_fly_camera;
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mod free_fly_camera;
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@ -69,7 +69,7 @@ async fn main() {
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let mut resman = world.get_resource_mut::<ResourceManager>().unwrap();
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let mut resman = world.get_resource_mut::<ResourceManager>().unwrap();
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//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
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//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
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let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
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let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
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//let cube_model = resman.request::<Model>("assets/texture-sep/texture-sep.gltf").unwrap();
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let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
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drop(resman);
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drop(resman);
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/* world.spawn((
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/* world.spawn((
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@ -82,6 +82,27 @@ async fn main() {
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TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)),
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TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)),
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));
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));
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/* let light = PointLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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position: Vec3::new(0.0, -5.0, -8.0),
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constant: 1.0,
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linear: 0.09,
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quadratic: 0.032,
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};
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world.spawn((light,)); */
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let pos = Vec3::new(0.0, 0.0, -10.0);
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world.spawn((
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PointLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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intensity: 2.0,
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constant: 1.0,
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linear: 0.045,
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quadratic: 0.0075,
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},
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TransformComponent::from(Transform::from_xyz(pos.x, pos.y, pos.z)),
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ModelComponent(cube_model),
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));
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let mut camera = CameraComponent::new_3d();
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let mut camera = CameraComponent::new_3d();
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camera.transform.translation += math::Vec3::new(0.0, 0.0, 7.5);
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camera.transform.translation += math::Vec3::new(0.0, 0.0, 7.5);
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//camera.transform.rotate_y(Angle::Degrees(-25.0));
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//camera.transform.rotate_y(Angle::Degrees(-25.0));
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@ -1,6 +1,8 @@
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pub mod point;
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pub mod point;
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pub use point::*;
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pub use point::*;
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use crate::math::Transform;
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#[repr(C)]
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct LightUniform {
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pub struct LightUniform {
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@ -10,4 +12,41 @@ pub struct LightUniform {
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pub color: glam::Vec3,
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pub color: glam::Vec3,
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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pub(crate) _padding2: u32,
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pub(crate) _padding2: u32,
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}
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#[repr(C)]
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#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct PointLightUniform {
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/// The position of the light
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/// vec4 is used here for gpu padding, w is ignored in the shader
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pub position: glam::Vec4,
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/// The color of the light
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/// vec4 is used here for gpu padding, w is ignored in the shader
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pub color: glam::Vec4,
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/// The intensity of the light
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/// This works by just multiplying the result of the lighting
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/// calculations by this scalar
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pub intensity: f32,
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/// The constant used in the quadratic attenuation calculation. Its best to leave this at 1.0
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pub constant: f32,
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/// The linear factor used in the quadratic attenuation calculation.
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pub linear: f32,
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/// The quadratic factor used in the quadratic attenuation calculation.
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pub quadratic: f32,
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}
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impl PointLightUniform {
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/// Create the PointLightUniform from an ECS bundle
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pub fn from_bundle(light: &PointLight, transform: &Transform) -> Self {
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Self {
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position: glam::Vec4::new(transform.translation.x, transform.translation.y, transform.translation.z, 0.0),
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//_padding: 0,
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color: glam::Vec4::new(light.color.x, light.color.y, light.color.z, 0.0),
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//_padding2: 0,
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intensity: light.intensity,
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constant: light.constant,
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linear: light.linear,
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quadratic: light.quadratic,
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}
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}
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}
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}
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@ -1,6 +1,9 @@
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#[repr(C)]
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Default, Debug, Copy, Clone, edict::Component)]
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pub struct PointLight {
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pub struct PointLight {
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position: glam::Vec3,
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pub color: glam::Vec3,
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color: glam::Vec3,
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pub intensity: f32,
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pub constant: f32,
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pub linear: f32,
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pub quadratic: f32,
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}
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}
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@ -18,10 +18,11 @@ use crate::ecs::components::camera::CameraComponent;
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use crate::ecs::components::model::ModelComponent;
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use crate::ecs::components::model::ModelComponent;
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use crate::ecs::components::transform::TransformComponent;
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use crate::ecs::components::transform::TransformComponent;
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use crate::math::{Transform, self};
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use crate::math::{Transform, self};
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use crate::render::light::PointLightUniform;
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use super::camera::{RenderCamera, CameraUniform};
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use super::camera::{RenderCamera, CameraUniform};
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use super::desc_buf_lay::DescVertexBufferLayout;
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use super::desc_buf_lay::DescVertexBufferLayout;
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use super::light::LightUniform;
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use super::light::{LightUniform, PointLight};
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use super::texture::RenderTexture;
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use super::texture::RenderTexture;
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use super::transform_buffer_storage::{TransformBufferIndices, TransformBuffers};
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use super::transform_buffer_storage::{TransformBufferIndices, TransformBuffers};
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use super::vertex::Vertex;
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use super::vertex::Vertex;
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@ -90,7 +91,6 @@ pub struct BasicRenderer {
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default_texture_bind_group: BindGroup,
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default_texture_bind_group: BindGroup,
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depth_buffer_texture: RenderTexture,
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depth_buffer_texture: RenderTexture,
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point_light_uniform: LightUniform,
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point_light_buffer: wgpu::Buffer,
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point_light_buffer: wgpu::Buffer,
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point_light_bind_group_layout: BindGroupLayout,
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point_light_bind_group_layout: BindGroupLayout,
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point_light_bind_group: BindGroup,
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point_light_bind_group: BindGroup,
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@ -243,16 +243,10 @@ impl BasicRenderer {
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next_indices: TransformBufferIndices { buffer_index: 0, transform_index: 0 },
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next_indices: TransformBufferIndices { buffer_index: 0, transform_index: 0 },
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};
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};
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let point_light_uniform = LightUniform {
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position: glam::Vec3::new(0.0, -2.0, -13.0),
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_padding: 0,
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color: glam::Vec3::new(1.0, 1.0, 1.0),
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_padding2: 0,
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};
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let point_light_buffer = device.create_buffer_init(
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let point_light_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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&wgpu::util::BufferInitDescriptor {
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label: Some("Point Light Buffer"),
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label: Some("Point Light Buffer"),
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contents: bytemuck::cast_slice(&[glam::Mat4::IDENTITY]),
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contents: bytemuck::cast_slice(&[PointLightUniform::default()]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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}
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}
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);
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);
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@ -372,7 +366,6 @@ impl BasicRenderer {
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depth_buffer_texture: depth_texture,
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depth_buffer_texture: depth_texture,
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entity_last_transforms: HashMap::new(),
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entity_last_transforms: HashMap::new(),
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point_light_uniform,
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point_light_buffer,
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point_light_buffer,
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point_light_bind_group_layout,
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point_light_bind_group_layout,
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point_light_bind_group,
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point_light_bind_group,
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@ -654,11 +647,9 @@ impl Renderer for BasicRenderer {
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warn!("Missing camera!");
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warn!("Missing camera!");
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}
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}
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{
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for (point_light, transform) in main_world.query::<(&PointLight, &TransformComponent)>().iter() {
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let old_pos = self.point_light_uniform.position;
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let uniform = PointLightUniform::from_bundle(point_light, &transform.transform);
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self.point_light_uniform.position = glam::Quat::from_axis_angle(glam::Vec3::Z,
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self.queue.write_buffer(&self.point_light_buffer, 0, bytemuck::cast_slice(&[uniform]));
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math::Angle::Degrees(1.0).to_radians()) * old_pos;
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self.queue.write_buffer(&self.point_light_buffer, 0, bytemuck::cast_slice(&[self.point_light_uniform]));
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}
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}
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}
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}
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@ -19,8 +19,12 @@ struct CameraUniform {
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};
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};
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struct PointLight {
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struct PointLight {
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position: vec3<f32>,
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position: vec4<f32>,
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color: vec3<f32>,
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color: vec4<f32>,
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intensity: f32,
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constant: f32,
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linear: f32,
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quadratic: f32,
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};
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};
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@group(1) @binding(0)
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@group(1) @binding(0)
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@group(3) @binding(0)
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@group(3) @binding(0)
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var<uniform> point_light: PointLight;
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var<uniform> point_light: PointLight;
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@vertex
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@vertex
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fn vs_main(
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fn vs_main(
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model: VertexInput,
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model: VertexInput,
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@ -63,29 +66,41 @@ var s_diffuse: sampler;
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@fragment
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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//return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let light_color = point_light.color.xyz;
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let light_pos = point_light.position.xyz;
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let camera_view_pos = camera.view_pos.xyz;
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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// We don't need (or want) much ambient light, so 0.1 is fine
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// We don't need (or want) much ambient light, so 0.1 is fine
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let ambient_strength = 0.1;
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let ambient_strength = 0.1;
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let ambient_color = point_light.color * ambient_strength;
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var ambient_color = light_color * ambient_strength;
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//// diffuse ////
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//// diffuse ////
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let light_dir = normalize(point_light.position - in.world_position);
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let light_dir = normalize(light_pos - in.world_position);
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let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
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let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
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let diffuse_color = point_light.color * diffuse_strength;
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var diffuse_color = light_color * diffuse_strength;
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//// end of diffuse ////
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//// end of diffuse ////
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//// specular ////
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//// specular ////
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let view_dir = normalize(camera.view_pos.xyz - in.world_position);
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let view_dir = normalize(camera_view_pos - in.world_position);
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let half_dir = normalize(view_dir + light_dir);
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let half_dir = normalize(view_dir + light_dir);
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let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
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let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
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let specular_color = specular_strength * point_light.color;
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var specular_color = specular_strength * light_color;
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//// end of specular ////
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//// end of specular ////
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//// point light attenuation ////
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let distance = length(light_pos - in.world_position);
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let attenuation = 1.0 / (point_light.constant + point_light.linear * distance +
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point_light.quadratic * (distance * distance));
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ambient_color *= attenuation * point_light.intensity;
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diffuse_color *= attenuation * point_light.intensity;
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specular_color *= attenuation * point_light.intensity;
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//// end of point light attenuation ////
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let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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return vec4<f32>(result, object_color.a);
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return vec4<f32>(result, object_color.a);
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